Category:Khri
General information
Khri (pronounced 'kree') is a group of Thief abilities that entail heightened concentration to increase awareness and body control.
- Khri is considered an in-game secret, but changes to Simutronics forum policies allow it to be discussed openly on the Forums.
- Each tree is taught by an individual guild leader. Subtlety is taught by Crow. Finesse is taught by Ivitha. Potency is taught by Kalag the Sly.
- The term "khri" is used for both singular and plural.
- All khri can be stacked together with no limit to how many can be stacked at once. There is no extra concentration cost for stacking multiple khri at once.
- Starting multiple khri at once has a skill check.
- The difficulty of activating a khri is affected by the Urban status of the area, and current confidence level. Positive confidence levels will make khri easier to start while a negative confidence level will make it more difficult.
- Generally speaking, you will be able to stand and start tier one at 50 ranks in magic, tier two at 100, tier 3 at 150, tier 4 at 250.
- Slot progression is 1st, 5th, and then 1 slot every 5th circle. You'll have all khri by 110th.
Syntax
To see what khri you know simply type KHRI by itself.
Starting khri
There are a few ways and options for how to start khri:
- KHRI START <KHRINAME> - Starts the khri immediately.
- KHRI <KHRINAME> - Starts the khri immediately.
- KHRI DELAY <KHRINAME> - Starts the khri after a brief delay, but will enhance the ability in most cases.
If you are unable to start a particular khri due to it being too difficult, you can kneel/sit/lie down to make it easier. Even when you are able to start a particular khri while standing, you may find that starting it sitting/kneeling still enhances the power of the ability. Most khri when started will slowly drain concentration. Some khri will instead take a chunk of concentration up front without any subsequent drain.
Stopping khri
Khri will end naturally after some period of time determined by your skill and the difficulty of the khri. They might also end if you no longer have the concentration to power them. If you want to end a khri manually you can:
- KHRI STOP - Will end all khri.
- KHRI STOP <KHRINAME> - Will end just the specified khri.
Once a khri has ended it will be on a cooldown for a period of time. This can range from 5 seconds to 3 minutes based on your skills and the difficulty of the khri. Khri that do not continually drain concentration cannot be stopped, but generally the effects of those khri are instantaneous.
Forgetting khri
It is possible to forget a khri once you have learned it. This ability can be used at a Guildleader and only once every 30 RL days.
The command to forget a khri is:
- ASK <LEADER'S NAME> ABOUT UNLEARN <KHRINAME>
Teaching khri
- TEACH KHRI <KHRI NAME> TO <PERSON>
Misc khri commands
There are a few additional commands associated with khri that add additional functionality:
- KHRI CHECK - Will display which khri are running, and which are on cooldown.
- KHRI MEDITATE - Can be used to increase the learning rate of any active khri.
- KHRI MEDITATE - When no khri are active it will reduce any cooldowns.
- KHRI HELP - Will bring up this information to read again.
Cost
There are 4 tiers of difficulty, and then Special Khri which have a larger one time concentration cost.
- Tier 1 (8 startup, 2 pulse) : Darken, Hasten, Focus.
- Tier 2 (12 startup, 3 pulse): Dampen, Strike, Silence, Safe, Avoidance, Sight
- Tier 3 (16 startup, 4 pulse): Shadowstep, Sensing, Flight, Liberation, Prowess, Plunder, Steady, Serenity, Elusion
- Tier 4 (20 startup, 5 pulse): Sagacity, Guile
- Special (One time cost): Calm, Eliminate, Vanish
See Also: https://elanthipedia.play.net/mediawiki/index.php/Post:Re_Kookies_-_10/18/2015_-_05:24
Combination khri
Some combinations of khri will add in additional effects called combination khri. The name of the combination can also be used to start all associated khri without having to to type them all out by name. Typing KHRI by itself will let you know of any combinations you can perform.
Summary of khri information
Ability | Type | Skill | Tier | Slots | Cost | Tree | Prereqs | Effect |
---|---|---|---|---|---|---|---|---|
Hasten | khri | utility | Tier 1 | 8 + 2/pulse | Finesse | Chance for a -1/-2 second reduction of roundtime for melee and thrown attacks, disarming traps, picking locks (creature boxes only), and removing/wearing armor in combat | ||
Adaptation | khri | warding | Tier 2 | 12 + 3/pulse | Finesse | Hasten | Reduces damage from multiple strikes in a short period of time. Each subsequent strike within the time frame is reduced more than the last. | |
Avoidance | khri | augmentation | Tier 2 | 12 + 3/pulse | Finesse | Hasten | +Reflex (stat) | |
Safe | khri | augmentation | Tier 2 | 12 + 3/pulse | Finesse | Hasten, 14th circle | +Locksmithing skill, Gives user a chance to dodge a blown trap while opening boxes. | |
Plunder | khri | augmentation | Tier 2 | 12 + 3/pulse | Finesse | Hasten | +Thievery skill, +Discipline (stat) | |
Elusion | khri | augmentation | Tier 2 | 12 + 3/pulse | Finesse | Avoidance | +Brawling skill, +Evasion skill | |
Muse | khri | augmentation | Tier 3 | 16 + 4/pulse | Finesse | +Alchemy Skill, +Engineering Skill | ||
Cunning | khri | augmentation, utility | Tier 3 | 16 + 4/pulse | Finesse | Elusion | +Tactics skill, +Charisma (stat), pulsing anti-web/immobilization | |
Flight | khri | augmentation, warding | Tier 3 | 16 + 4/pulse | Finesse | Elusion | +Athletics, Balance heal, chance to catch and return throw a weapon thrown at you | |
Slight | khri | utility | Tier 4 | 20 + 5/pulse | Finesse | Plunder | Reduces chance of getting caught shoplifting (can reduce to zero) | |
Guile | khri | debilitation, area of effect | Tier 4 | 20 + 5/pulse | Finesse | Plunder | -Evasion skill, all engaged targets. | |
Credence | khri | debilitation, area of effect | Tier 4 | 20 + 5/pulse | Finesse | Cunning | Calm all engaged targets. | |
Focus | khri | augmentation | Tier 1 | 8 + 2/pulse | Potency | +Agility (stat) | ||
Sight | khri | augmentation | Tier 2 | 12 + 3/pulse | Potency | Focus, 14th Circle | +Perception skill, darkvision | |
Insight | khri | augmentation | Tier 2 | 12 + 3/pulse | Potency | Sight | +First Aid, +Outdoorsmanship | |
Calm | khri | utility | Tier 2 | 25 | Potency | Focus, 14th | Indiscriminate self dispel. | |
Terrify | khri | debilitation | Tier 2 | 12 + 3/pulse | Potency | Focus | Single target immobilize. | |
Intimidate | khri | debilitation | Tier 3 | 16 + 4/pulse | Potency | Terrify | Prevents engagement | |
Eliminate | khri, shield ignoring, armor ignoring | debilitation | Tier 3 | 35 | Potency | Prowess, 60th | Attacks using Small Edged weapons ignore enemy's armor and shield. Lasts about 10 seconds. | |
Prowess | khri | debilitation, area of effect | Tier 3 | 16 + 4/pulse | Potency | Focus, Circle 14 | -Tactics skill, -Reflex (stat), -Offensive Factor, Tactics is PvP only, OF is PvE only | |
Fright | khri | augmentation | Tier 3 | 16 + 4/pulse | Potency | Intimidate | +Debilitation skill, +Intelligence (stat) | |
Steady | khri | augmentation | Tier 3 | 16 + 4/pulse | Potency | Prowess | +Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, faster aim | |
Endure | khri | augmentation, utility | Tier 3 | 16 + 4/pulse | Potency | Calm | +Stamina (stat) | |
Serenity | khri | warding | Tier 3 | 16 + 4/pulse | Potency | Calm, 30th | SvS barrier vs Will. | |
Sagacity | khri | warding | Tier 4 | 20 + 5/pulse | Potency | Serenity, Level 40 | Non-ablative, percentage barrier to physical damage. | |
Vanish | khri | utility | Special | 30 | Subtlety | Silence, 45th | Instant invisibility and retreat | |
Darken | khri | augmentation | Tier 1 | 8 + 2/pulse | Subtlety | +Stealth skill | ||
Harrier | khri | augmentation | Tier 2 | 12 + 3/pulse | Subtlety | Darken | +Strength (stat) | |
Dampen | khri | utility, warding | Tier 2 | 12 + 3/pulse | Subtlety | Darken | Decrease stealth hindrance, anti-locate barrier, blocks hunt | |
Silence | khri | utility | Tier 2 | 12 + 3/pulse | Subtlety | Darken | Pulsing invisibility. | |
Strike | khri | augmentation | Tier 2 | 12 + 3/pulse | Subtlety | Darken, Circle 13 | +Backstab skill, +Large Blunt skill, +Large Edged skill, +Polearms skill, +Small Blunt skill, +Small Edged skill, +Staves skill, +Twohanded Blunt skill, +Twohanded Edged skill, held weapon only | |
Shadowstep | khri | utility | Tier 3 | 16 + 4/pulse | Subtlety | Dampen | decrease advance time while hidden, 0RT sneaking in town | |
Sensing | khri | utility | Tier 3 | 16 + 4/pulse | Subtlety | Dampen | remote view of neighboring room, passive spot on hidden | |
Evanescence | khri | utility, warding | Tier 5 | 24 + 6/pulse | Subtlety | Invisibility on receiving a sufficiently damaging strike |
Subcategories
This category has the following 4 subcategories, out of 4 total.
Pages in category "Khri"
The following 34 pages are in this category, out of 34 total.
K
- Khri Adaptation
- Khri Avoidance
- Khri Calm
- Khri Credence
- Khri Cunning
- Khri Dampen
- Khri Darken
- Khri Eliminate
- Khri Elusion
- Khri Endure
- Khri Evanescence
- Khri Flight
- Khri Focus
- Khri Fright
- Khri Guile
- Khri Harrier
- Khri Hasten
- Khri Insight
- Khri Intimidate
- Khri Muse
- Khri Plunder
- Khri Prowess
- Khri Safe
- Khri Sagacity
- Khri Sensing
- Khri Serenity
- Khri Shadowstep
- Khri Sight
- Khri Silence
- Khri Slight
- Khri Steady
- Khri Strike
- Khri Terrify
- Khri Vanish